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My parties when using the older books used rituals all the time. Rituals were actually pretty sweet. They needed more of them though.
Rituals were kind of bolted on to 4e which is a real shame.
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My parties when using the older books used rituals all the time. Rituals were actually pretty sweet. They needed more of them though.
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My parties when using the older books used rituals all the time. Rituals were actually pretty sweet. They needed more of them though.
I've in theory never done this - but I have in practice. Quick assessment:Of course, I don't need everything all at once. Just enough to get things going. But it also gave me a unique opportunity to cultivate, cleanse, and streamline the game for my own purposes. And since I anticipate a number of potential players would be new to 4e anyway, I decided to go with a focus on Essentials for now. (If I do a pre-Essentials/Core option later, I'd build a separate thing for that.)
It's both - I wasn't happy until the Elementalist joined the crew and it wasn't all "Martials simple, casters complex". Simple is good, a range of complexity is better.@Neonchameleon Thanks for the input. Having been looking these over more closely for some time now, I imagine that the martial classes were built deliberately as they were to maintain "easy mode" for certain players. Thus what some perceive as a shortcoming, it might be a feature to others.
Off the top of my head:I should note that I have since included themes and racial utility powers as a standard feature for my personal house set of Essential games. Theoretically speaking, that should provide some opportunities for players to fill in a few of the weak spots mentioned if so inclined.
Do you have any insights to give regarding Sentinel, Cavalier, Hexblade, Berserker, and Skald?
I've played a Skald all the way through Heroic and liked it quite a bit. It worked well.
- Skald: Someone tried to reinvent the wheel. It's faffier than it needs to be but works.
- Oh and Heroes of Shadow:
- Blackguard: It's fine at heroic. Heavy armour, shield, striker mechanics is a good brawler start, working as an off-tank (or at least someone the tank doesn't need to protect).